mirror of
https://github.com/SFML/SFML.git
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163 lines
6.1 KiB
C++
163 lines
6.1 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <SFML/OpenGL.hpp>
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Application exit code
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///
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////////////////////////////////////////////////////////////
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int main()
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{
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// Create the main window
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sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL", sf::Style::Default, sf::ContextSettings(32));
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window.setVerticalSyncEnabled(true);
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// Load a font for drawing some text
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sf::Font font;
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if (!font.loadFromFile("resources/sansation.ttf"))
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return EXIT_FAILURE;
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// Create a sprite for the background
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sf::Texture backgroundTexture;
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if (!backgroundTexture.loadFromFile("resources/background.jpg"))
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return EXIT_FAILURE;
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sf::Sprite background(backgroundTexture);
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// Load an OpenGL texture.
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// We could directly use a sf::Texture as an OpenGL texture (with its Bind() member function),
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// but here we want more control on it (generate mipmaps, ...) so we create a new one from an image
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GLuint texture = 0;
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{
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sf::Image image;
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if (!image.loadFromFile("resources/texture.jpg"))
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return EXIT_FAILURE;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.getSize().x, image.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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// Enable Z-buffer read and write
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glClearDepth(1.f);
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// Setup a perspective projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.f, 1.f, 1.f, 500.f);
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// Bind our texture
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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// Create a clock for measuring the time elapsed
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sf::Clock clock;
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// Start game loop
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while (window.isOpen())
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{
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// Process events
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sf::Event event;
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while (window.pollEvent(event))
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{
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// Close window : exit
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if (event.type == sf::Event::Closed)
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window.close();
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// Escape key : exit
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
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window.close();
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// Adjust the viewport when the window is resized
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if (event.type == sf::Event::Resized)
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glViewport(0, 0, event.size.width, event.size.height);
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}
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// Draw the background
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window.pushGLStates();
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window.draw(background);
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window.popGLStates();
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// Activate the window before using OpenGL commands.
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// This is useless here because we have only one window which is
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// always the active one, but don't forget it if you use multiple windows
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window.setActive();
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// Clear the depth buffer
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glClear(GL_DEPTH_BUFFER_BIT);
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// We get the position of the mouse cursor, so that we can move the box accordingly
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float x = sf::Mouse::getPosition(window).x * 200.f / window.getSize().x - 100.f;
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float y = -sf::Mouse::getPosition(window).y * 200.f / window.getSize().y + 100.f;
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// Apply some transformations
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(x, y, -100.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 50.f, 1.f, 0.f, 0.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 30.f, 0.f, 1.f, 0.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 90.f, 0.f, 0.f, 1.f);
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// Draw a cube
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float size = 20.f;
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
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glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
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glTexCoord2f(1, 1); glVertex3f( size, size, -size);
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glTexCoord2f(1, 0); glVertex3f( size, -size, -size);
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glTexCoord2f(0, 0); glVertex3f(-size, -size, size);
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glTexCoord2f(0, 1); glVertex3f(-size, size, size);
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glTexCoord2f(1, 1); glVertex3f( size, size, size);
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glTexCoord2f(1, 0); glVertex3f( size, -size, size);
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glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
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glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
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glTexCoord2f(1, 1); glVertex3f(-size, size, size);
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glTexCoord2f(1, 0); glVertex3f(-size, -size, size);
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glTexCoord2f(0, 0); glVertex3f(size, -size, -size);
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glTexCoord2f(0, 1); glVertex3f(size, size, -size);
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glTexCoord2f(1, 1); glVertex3f(size, size, size);
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glTexCoord2f(1, 0); glVertex3f(size, -size, size);
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glTexCoord2f(0, 1); glVertex3f(-size, -size, size);
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glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
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glTexCoord2f(1, 0); glVertex3f( size, -size, -size);
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glTexCoord2f(1, 1); glVertex3f( size, -size, size);
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glTexCoord2f(0, 1); glVertex3f(-size, size, size);
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glTexCoord2f(0, 0); glVertex3f(-size, size, -size);
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glTexCoord2f(1, 0); glVertex3f( size, size, -size);
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glTexCoord2f(1, 1); glVertex3f( size, size, size);
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glEnd();
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// Draw some text on top of our OpenGL object
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window.pushGLStates();
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sf::Text text("SFML / OpenGL demo", font);
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text.setColor(sf::Color(255, 255, 255, 170));
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text.setPosition(250.f, 450.f);
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window.draw(text);
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window.popGLStates();
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// Finally, display the rendered frame on screen
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window.display();
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}
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// Don't forget to destroy our texture
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glDeleteTextures(1, &texture);
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return EXIT_SUCCESS;
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}
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